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Everything posted by Doum76
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Complete Transport and Logistics Deployment - CTLD
Doum76 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
But just make sure that your defined group name (i.e. seal team) is listed in the appropriate section in the CTLD script (ctld.extractableGroups) so it pick it up/detect it when you're close to the group, using F1 option in the CTLD menu, the specified group name won't appear in the menu, but using F1 will detect the group name from the list and the F1 option will grab the group in, and then you can drop it anywhere you want using back the F1 option in CTLD menu.Does works for me, unless there is a different way. But BTW, placing groups on ship for pick-up is tricky, since you can't move them on sea, it will tell you in the ME to place it over land, the only work around i found was being able to paste it over sea, but once it's done it's not movable, so how i placed them over a ship was to paste it, look in the mission where they were on the ship, if not the right place, going back in the ME, cutting the group (CTRL-X) then repasting them a bit closer to where it needs to be, goingback in mission, look, back to ME, CTRL-X, repasting to adjust and so on. But, i only found a way to place then on a static ship, because they actualy float over, meaning if the ships moves, they will stay there and float over the water at the height they were over the ship's deck. -
Here is a quick mission i made with item droped, i droped all that can be droped on a FARP, as vehicules or FARP structures, and still no joy, i loaded all Mods disabled, pure new mission, i even tried setting the Huey as Russian and placing Western ground units and still no joy, ground unit doesn't wanna remove the Rocket Pods and stick with it's Unable To comply excuses.... guess those guys are protected by Union and feels like they are on their Union Break :P test_v1.miz
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To avoid any problems, scripts, trigger, versions, i simply created a brand new stock fresh mission in the ME and droped in a FARP, the FARP vehicule using the template group, then a UH-1H Cold start starting from ramp, nothing fancy and in lastest version MR to see if my problem was on my side, so i didn't savec the mission since it was a simple drop stuff in and fly. But i can try to see if the problem are my template grounf group, i'm gonna redo a mission, but drop each 4 vehicles normaly not using the template feature, stand-by.
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Greetings, Is it a bug or am i missing something, we can't seem to be able to disarm at FARPS, we keep getting a Unable to comply from ground crew, i'm using DCS 1.5.5.59992 Update 2 and was the same with previous version at least, and i get no problem at all in 2.0.4, if i clear up stations on my Huey, they disarm and no Unable to Comply response from the ground crew. Thanks.
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[REPORTED] AI infantry does not attack
Doum76 replied to baltic_dragon's topic in Mission Editor Bugs
Well sad thing is, it's working in 2.0.4 but still bugged in 1.5.5, sad for helicopter pilots that wan't to create troop insertion missions in 1.5.5 :( -
Voice Attack Profile Set Up Tips and Hints
Doum76 replied to Koriel's topic in PC Hardware and Related Software
This is what i call an awesome brainpuzzle idea to use VA, the only impressive once i have found so far, that uses not only keybindings actions, but more complicated stuff, impressive. :) Link to forum post in his comments. -
Stupid question, but would it be complicated to actualy make the Slick version or gunship load in the rearm menu instead of the Mission Editor options? Lile when loading rockets, well we get one but if we load nothing we got the slick version without the hardpoints? Same with the Cable Cutters, options in the rearm?
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thanks, i never noticed it, i barely use the kneeboard. Guess the control key option should be taken off, since it's confusing :) Thanks again
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I don'T know if it's a bug or something easily fixed, haven't found anything reported, but in 2.0.4 i cannot load the Weapon Status window, it won't just not show (LCTRL+LSHIFT+H), even when i check Show Weapon Hint in the misc default of the Huey options screen, the Crew Status shows and the Red Control Windows also, but not the Weapon Status. And i have no problem at all in DCS 1.5
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Ok, i really need to post this video, as we all learned and still learning the Huey we got all almost, to agree it's tough as **** to master, control and the more we gain up skill, more proud we feel, and, what i ever had more trouble and pain with the Huey was, weapon uses, damn i wasn't able to drop 14 rockets on 2 vehicule close by each others, but after 2 days of practice, only doing rocket passes when i have time to fly, it's finaly going somehwere, lot's of practice again to di, but still, way much better than it ever was, and i'm really proud of it, to actualy fly with the Huey as i come in hot and not fighting it. Still training to go by, so please bare with me :)
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I would rather them taking longer to bring it out, than rushing to bring it out and it's fully bugged and unsynchronised as another chopper came out with, better latter and working than fast and buggy and useless. ;) But even until it comes out, i personally thing the Huey is the best module so far, can't imagine once MC comes out. :)
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DCS 1.5 Canadian Forces Infantry troops https://www.digitalcombatsimulator.com/en/files/2211903/ DCS 2.0 Canadian Forces Infantry troops https://www.digitalcombatsimulator.com/en/files/2211917/ EDIT: Updated as December 8, didn't realised dead bodies were using a different texture.
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Complete Transport and Logistics Deployment - CTLD
Doum76 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Cool, thanks. -
Complete Transport and Logistics Deployment - CTLD
Doum76 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
I'M having a small issue with troop insert, specialy in 1.5.4 an less in 1.5.5, and works fine in 2.0.4, any idea? Whats happens is, i tried with autogenerate troops from the menu and with a own created groups which is list in the script as ctld.extractableGroups. The thing is, they get to a point where they all stop and do nothing, or somethimes they stop as the first one as clear shots, start shooting but the others on the back stays there and do nothing, when first target is destroyed, they just stop shooting. i even tried with a wpzone. Sometimes they simply stops at a point and do nothing, i ven changed both ranges to detect enemies at 40000 m and nothing changes. And, in 2.0 it works all fine, they get in place, they all shoot, MGs, riffle, RPG, when target is destroyed, they reposition themsevles for further ones etc... -
New project done, i will link here the links to the files in the download section once they are active, but this time, it ain't aircraft Skin but Infantry troops skins which 1- replaces default USA skins but also contains separate skin from the defaults one that allows changes in the payload menu in the ME in 1.5.5 and 2.0.4. If you don't want to affect default skin and only manualy change skin in the ME, simply delets in all Skins the liveries (winter, summer, spring and autumn) folders then it won't change the default ones, i wan't able to find how to change the default Stinger MANPAD in 1.5 though, at least in 1.5.5 we can change skins in the ME. There is a pack for 1.5 and 2.0 since 2.0 for now is only NTTR, i made all the seasons Desert CADPAT. Green CADPAT comes with normal face and one with Face shadings. Snow and Black OPS comes with full face hoods.
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Complete Transport and Logistics Deployment - CTLD
Doum76 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Lol no worries, the time it takes you with your RL stuff might take even faster than me trying to understand this scripting thing and working 24/24 on it trying to come up with something. :) Speakig of list, what ca be nice also, is having Waypoints list in it, which we can adds WP but used differently from WP already (actualy, not sure i know how they are used so far in the CTLD) but Waypoints could be trigger zone which a droped units could follow up, ending with an extraction zone so we can pick them up when they are done their deed, IE. taking care of a Threat to Hueys, so afterward Hueys can powder the road without being shot down by BTR for exemple. :) We can create an infantry group with waypoints normaly in the ME and assigning this group a name which appears in the CTLD, but unfortunatly, ED didn't think that ground unit's Advanced Waypoint could use the Attack Group or Attack Unit as Air Units has in the options at a specified Waypoint, than when unit is dead, carry on to the next WP for Extraction. :) -
Complete Transport and Logistics Deployment - CTLD
Doum76 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Awesome script, thanks! :) Still no trick as to make dropped troops from fast-roped or landed to appear on roof? :) And another question, is there a way to make Fast-Ropeing troops to work a bit like Cargos, i mean, for exemple, when Hovering with the same requirement has Cargo hook (with the 5 second timer when speed and altitude is acquired) over a DropZone, then the troop fast-rope automaticly, avoiding to deal with the radio menu and strugling to keep a steady hover while fooling around in the menu? -
Greetings, I do have a question, in the Mission Editor, in the Customize menu in the Map Options submenu we have the option for Parkings, in 2.0.4 it works, parkings spots ID show or hide when we check it, but nothing in 1.5.4 or 1.5.5 as if the option is there but not working, anyone found something in any LUA to activate it, or am i missing something. Tried to find a thread about a bug reported for this, but nothing. Thanks
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Setting your tanker in the ME to 430 kts ends up in the mission at 305 IAS or close to, it ain't a bug, the reason why the tanker changes it's speed is simple, the min speed the M2k can A2A refuel is 300 kts, so if you set up the tanker with a speed lower than that, the tanker will accelerate to match the M2K min air refueling speed, once you'Re done, it will resume it's speed set up in the ME. In other words, you need to set the tanker at 300 IAS, not sure the speed represented in the ME, Ground Speed i presume, but it is 430 kts that gives in game about 305 kts, you get no poblem with the A-10c because it refuels way slower than the M2K. And make sure when you set yur tanker's speed, that it doesn't get 430 kts to only way points, but also and more important than all, 430 kts in the Advanced Waypoint Option orbiting option.
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Link updated
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V 1.3 download file updated on first post.